- Joined
- Oct 29, 2012
- Messages
- 1,474
I got these triggers so a unit jumps repeatedly smoothly . Well this is the best 2D jump triggers. But I need them to be working just if a player presses Up button . Any helps please ?
Please help . The triggers are in the attachment .
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Init Constants
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Events
- Map initialization
- Conditions
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Actions
- Sound - Play SadMystery <gen>
- Sound - Set the music list to UndeadX1 <gen>, starting with a random song
- Sound - Set the music list to OrcX1 <gen>, starting with a random song
- Set g_Acceleration = 981.00
- Set h_JumpHight = 640.00
- Set t_TimeStep = 0.03
- Set const_X_Speed = 200.00
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Events
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Set Velocity and Position
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer A) from 0 to NumberOfJumpers, do (Actions)
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Loop - Actions
- Set Jumpers_Y_Velocity[(Integer A)] = (Jumpers_Y_Velocity[(Integer A)] - (g_Acceleration x t_TimeStep))
- -------- Set the new position --------
- Unit - Move Jumpers[(Integer A)] instantly to ((Position of Jumpers[(Integer A)]) offset by ((Jumpers_X_Velocity[(Integer A)] x t_TimeStep), (Jumpers_Y_Velocity[(Integer A)] x t_TimeStep)))
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Loop - Actions
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For each (Integer A) from 0 to NumberOfJumpers, do (Actions)
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Events
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Horizontal Regions
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Events
- Unit - A unit enters H1 <gen>
- Unit - A unit enters H2 <gen>
- Unit - A unit enters H3 <gen>
- Unit - A unit enters H4 <gen>
- Unit - A unit enters H5 <gen>
- Unit - A unit enters H6 <gen>
- Unit - A unit enters H7 <gen>
- Unit - A unit enters H8 <gen>
- Unit - A unit enters H9 <gen>
- Unit - A unit enters H10 <gen>
- Unit - A unit enters H11 <gen>
- Unit - A unit enters H12 <gen>
- Unit - A unit enters H13 <gen>
- Unit - A unit enters H14 <gen>
- Unit - A unit enters H15 <gen>
- Conditions
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Actions
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For each (Integer A) from 0 to NumberOfJumpers, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Entering unit) Equal to Jumpers[(Integer A)]
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Then - Actions
- -------- Find THE ground (if it hits the ground) --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Jumpers_Y_Velocity[(Integer A)] Less than 0.00
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Then - Actions
- Set Jumpers_Y_Velocity[(Integer A)] = (Square root(((2.00 x g_Acceleration) x h_JumpHight)))
- Sound - Play PriestMissileHit1 <gen> at 100.00% volume, attached to Jumpers[(Integer A)]
- Sound - Stop (Last played sound) After fading
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Else - Actions
- Set Jumpers_Y_Velocity[(Integer A)] = (0.00 - Jumpers_Y_Velocity[(Integer A)])
- Sound - Play DryadMissile2 <gen> at 100.00% volume, attached to Jumpers[(Integer A)]
- Sound - Stop (Last played sound) After fading
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If - Conditions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 0 to NumberOfJumpers, do (Actions)
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Events
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Vertical Regions
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Events
- Unit - A unit enters V1 <gen>
- Unit - A unit enters V2 <gen>
- Unit - A unit enters V3 <gen>
- Unit - A unit enters V4 <gen>
- Unit - A unit enters V5 <gen>
- Unit - A unit enters V6 <gen>
- Conditions
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Actions
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For each (Integer A) from 0 to NumberOfJumpers, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Entering unit) Equal to Jumpers[(Integer A)]
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Then - Actions
- Set Jumpers_X_Velocity[(Integer A)] = (0.00 - Jumpers_X_Velocity[(Integer A)])
- Sound - Play NecromancerMissileHit1 <gen> at 100.00% volume, attached to Jumpers[(Integer A)]
- Sound - Stop (Last played sound) After fading
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 0 to NumberOfJumpers, do (Actions)
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Events